Was ich um so bedauerlicher finde ist, das die wenigsten die sich auf die Anfänge des Hobbies berufen, sich darüber informiert haben.
1. Gygax ist nicht der Vater der Rollenspiele - er ist derjenige der 'unbedingt' Regeln benötigte und sie codifizierte. Diese waren bereits seit ihrem erscheinen umstritten.
2. Die ersten Rollenspielrunden von Dave Arneson waren 'Freiform'.
Ich füge mal ein paar Zitate aus folgenden
Interview hinzu:
What is at the heart of a good game?
Arneson: As far as I am concerned it is the story. It can make or break a game quite easily.
What do you enjoy most about designing games? About playing them?
Arneson: Watching the players interact and do things that were not planned by the poor referee.
What do games mean to you?
Arneson: The mental challenges, not just rolling the dice.
Rules… strict or loose?
Arneson: I like loose so you can change things that are not working. I dislike “Rules Lawyers” intensely. I regard
them as the enemy.
What role does improvisation play in game design in general?
Arneson: Lots. The rules cannot cover every possibility. And frankly speaking, they shouldn’t. The referee needs the freedom to keep making the game fun.
What makes for a really great encounter?
Arneson: That the players overcame the obstacle by wit and not muscles.
What’s more fun: a horde of weaker monsters or a pair of powerful monsters?
Arneson: Either. But generally one well-played monster is the most fun. Just combat alone is boring a lot of the time. But I usually prefer story and plot over a lot of combat anyways.
What makes for a balanced game?
Arneson: Challenges. Both mental (for the players) and physical (for the character.)
Geschichtlich: (aus der Wapedia)
In the summer of 1970, Arneson began to create a game that involved medieval miniatures exploring the dungeons of a castle inhabited by fantastic monsters. [13] [14] [15] Originally Arneson played his own mix of rules using
rock, paper, scissors to resolve combat, but later adapted elements from his naval wargame rules which had an
armor class system like that later used in
D&D. The armor class system also appeared in the
Chainmail rules, written by Gygax and
Jeff Perren. However, also finding those lacking, Arneson wrote modified rules, applying those to his role-playing game scenarios. [4] [6] [9] ...
Arneson described Blackmoor as “roleplaying in a non-traditional medieval setting. I have such things as steam power, gunpowder, and submarines in limited numbers. There was even a tank running around for a while.
The emphasis is on the story and the roleplaying." ...Arneson thought that Gygax would be interested in role-playing since Gygax was already a game-maker with similar interests, so he took his game and a few friends to demonstrate to Gygax in late 1971.